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Add deffered compilation for render and compute pipelines
* Add `pipeline_deffered_rd.h` for the motion blur PR
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/**************************************************************************/
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/* pipeline_deferred_rd.h */
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/**************************************************************************/
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/* This file is part of: */
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/* REDOT ENGINE */
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/* https://redotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2024-present Redot Engine contributors */
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/* (see REDOT_AUTHORS.md) */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "servers/rendering/rendering_device.h"
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// Helper class for automatically deferring compilation of a pipeline to a background task.
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// When attempting to retrieve the pipeline with the getter, the caller will automatically
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// wait for it to be ready.
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class PipelineDeferredRD {
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protected:
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struct CreationParameters {
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RID shader;
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RD::FramebufferFormatID framebuffer_format;
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RD::VertexFormatID vertex_format;
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RD::RenderPrimitive render_primitive;
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RD::PipelineRasterizationState rasterization_state;
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RD::PipelineMultisampleState multisample_state;
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RD::PipelineDepthStencilState depth_stencil_state;
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RD::PipelineColorBlendState blend_state;
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BitField<RD::PipelineDynamicStateFlags> dynamic_state_flags;
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uint32_t for_render_pass;
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Vector<RD::PipelineSpecializationConstant> specialization_constants;
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bool is_compute;
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};
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RID pipeline;
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WorkerThreadPool::TaskID task = WorkerThreadPool::INVALID_TASK_ID;
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void _create(const CreationParameters &c) {
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if (c.is_compute) {
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pipeline = RD::get_singleton()->compute_pipeline_create(c.shader, c.specialization_constants);
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} else {
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pipeline = RD::get_singleton()->render_pipeline_create(c.shader, c.framebuffer_format, c.vertex_format, c.render_primitive, c.rasterization_state, c.multisample_state, c.depth_stencil_state, c.blend_state, c.dynamic_state_flags, c.for_render_pass, c.specialization_constants);
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}
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}
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void _start(const CreationParameters &c) {
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free();
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task = WorkerThreadPool::get_singleton()->add_template_task(this, &PipelineDeferredRD::_create, c, true, "PipelineCompilation");
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}
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void _wait() {
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if (task != WorkerThreadPool::INVALID_TASK_ID) {
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const Error err = WorkerThreadPool::get_singleton()->wait_for_task_completion(task);
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ERR_FAIL_COND_MSG(err != OK, "Failed to wait for pipeline compilation task completion.");
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task = WorkerThreadPool::INVALID_TASK_ID;
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}
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}
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public:
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PipelineDeferredRD() {
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// Default constructor.
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}
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~PipelineDeferredRD() {
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_wait(); // Block until worker thread completes
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#ifdef DEV_ENABLED
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ERR_FAIL_COND_MSG(pipeline.is_valid(), "'free()' must be called manually before deconstruction and before the corresponding shader is freed.");
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#endif
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}
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void create_render_pipeline(RID p_shader, RD::FramebufferFormatID p_framebuffer_format, RD::VertexFormatID p_vertex_format, RD::RenderPrimitive p_render_primitive, const RD::PipelineRasterizationState &p_rasterization_state, const RD::PipelineMultisampleState &p_multisample_state, const RD::PipelineDepthStencilState &p_depth_stencil_state, const RD::PipelineColorBlendState &p_blend_state, BitField<RD::PipelineDynamicStateFlags> p_dynamic_state_flags = 0, uint32_t p_for_render_pass = 0, const Vector<RD::PipelineSpecializationConstant> &p_specialization_constants = Vector<RD::PipelineSpecializationConstant>()) {
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CreationParameters c;
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c.shader = p_shader;
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c.framebuffer_format = p_framebuffer_format;
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c.vertex_format = p_vertex_format;
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c.render_primitive = p_render_primitive;
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c.rasterization_state = p_rasterization_state;
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c.multisample_state = p_multisample_state;
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c.depth_stencil_state = p_depth_stencil_state;
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c.blend_state = p_blend_state;
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c.dynamic_state_flags = p_dynamic_state_flags;
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c.for_render_pass = p_for_render_pass;
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c.specialization_constants = p_specialization_constants;
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c.is_compute = false;
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_start(c);
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}
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void create_compute_pipeline(RID p_shader, const Vector<RD::PipelineSpecializationConstant> &p_specialization_constants = Vector<RD::PipelineSpecializationConstant>()) {
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CreationParameters c = {};
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c.shader = p_shader;
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c.specialization_constants = p_specialization_constants;
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c.is_compute = true;
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_start(c);
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}
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RID get_rid() {
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_wait();
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return pipeline;
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}
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void free() {
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_wait();
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if (pipeline.is_valid()) {
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#ifdef DEV_ENABLED
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ERR_FAIL_COND_MSG(!(RD::get_singleton()->render_pipeline_is_valid(pipeline) || RD::get_singleton()->compute_pipeline_is_valid(pipeline)), "`free()` must be called manually before the dependent shader is freed.");
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#endif
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RD::get_singleton()->free_rid(pipeline);
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pipeline = RID();
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}
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}
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};

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